Fat Buu Strategy/Combo thread
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Fat Buu Strategy/Combo thread
Fat Buu
Good ol' fatty fatty fat pants pork sausage Buu was put at the bottom of the tier lists but really is much better than he was given credit for.Hes got good baseline some reach and 1500+ damage
even if you only land a couple chains.Hes probably sitting right above Kid Buu [3 year later edit lol] truth be told
Pros
Really good reach
A good couple of chargable stuns with multiple hits giving good damage even with short combos
A high damage lv1 "wave" style Death move and an unblockable physical DM with huge priority
Due to high DM damage and large hit count on alot of his chains he gets high damage from front or back
Infinites that only requires moderate timing to pull off
Cons
Very awkward timing with combos with certain chains only working on certain sides
His death moves will score drastically reduced damage if you used too high in juggles thus limiting his ability to shorten combos for Ki differences
Counter hits sometimes ruin his combos
The worst voice in the history of dubbed anime.Avoid at all costs
Starters
P,P,K,P-.P-
>P+K
Heavy Slam-The Buus same hopping overhead punch with a limited stun time.
Death Moves
Innocence cannon-A lv1 DM which does 486.Its an interesting move that comes out
like a wave in a straight line.It looks like one continuous blast but its only the Crest portion that travels down the line actually hits.This move tends to knock the opponent upward so it can lose most of its
damage in a high juggle or if it lands on a counter hit.This move powers through almost every other projectile because of its much higher than normal damage
Innocence Express-A lv2 Physical DM where Fat buu runs and then ends with a butt stomp.Its unblockable has huge priority has an energy shield at the end negating some projectiles and guard breaks at the end.The move does 585/729 depending on where you hit it from tends to knock opponents
upwards need to landed in a low juggle and has terrible recovery if Aura Blocked
Angry Explosion-A 4 Ki cut-scene struggle ultimate with a fairly quick jumping kneelift launcher with solid range.Since it only cost 4 bars it has reduced damage of 900 on a lose and 1500 on a win.Unlike most ultimates it re-sets damage buffering which can help make up for its somewhat low damage.An important thing to note is that.if you lose the struggle the opponent will be in a standing position
and instantly able to move unlike most ultimates where they are ground letting you recover some Ki
Good ol' fatty fatty fat pants pork sausage Buu was put at the bottom of the tier lists but really is much better than he was given credit for.Hes got good baseline some reach and 1500+ damage
even if you only land a couple chains.Hes probably sitting right above Kid Buu [3 year later edit lol] truth be told
Pros
Really good reach
A good couple of chargable stuns with multiple hits giving good damage even with short combos
A high damage lv1 "wave" style Death move and an unblockable physical DM with huge priority
Due to high DM damage and large hit count on alot of his chains he gets high damage from front or back
Infinites that only requires moderate timing to pull off
Cons
Very awkward timing with combos with certain chains only working on certain sides
His death moves will score drastically reduced damage if you used too high in juggles thus limiting his ability to shorten combos for Ki differences
Counter hits sometimes ruin his combos
The worst voice in the history of dubbed anime.Avoid at all costs
Starters
P,P,K,P-.P-
>P+K
Heavy Slam-The Buus same hopping overhead punch with a limited stun time.
Death Moves
Innocence cannon-A lv1 DM which does 486.Its an interesting move that comes out
like a wave in a straight line.It looks like one continuous blast but its only the Crest portion that travels down the line actually hits.This move tends to knock the opponent upward so it can lose most of its
damage in a high juggle or if it lands on a counter hit.This move powers through almost every other projectile because of its much higher than normal damage
Innocence Express-A lv2 Physical DM where Fat buu runs and then ends with a butt stomp.Its unblockable has huge priority has an energy shield at the end negating some projectiles and guard breaks at the end.The move does 585/729 depending on where you hit it from tends to knock opponents
upwards need to landed in a low juggle and has terrible recovery if Aura Blocked
Angry Explosion-A 4 Ki cut-scene struggle ultimate with a fairly quick jumping kneelift launcher with solid range.Since it only cost 4 bars it has reduced damage of 900 on a lose and 1500 on a win.Unlike most ultimates it re-sets damage buffering which can help make up for its somewhat low damage.An important thing to note is that.if you lose the struggle the opponent will be in a standing position
and instantly able to move unlike most ultimates where they are ground letting you recover some Ki
Last edited by TrollCapAmerica on Tue Feb 12, 2013 11:58 am; edited 5 times in total
TrollCapAmerica- Saiyan Moderator
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Re: Fat Buu Strategy/Combo thread
Strategy
Fat buu is all about guard breaks.Hes got alot of options from spinny arm chargable stuns to the fast P+K shoulder lunge stuns.You can score pretty solid damage even off Guard break to HS+Innocence cannon
Buus got some pretty solid starters especially off Neutral P.Its similar to Kid Buus with major reach
moderate speed and a couple chargable stuns.His best starter is P,P,K,P-,P- with the 2nd to the last P being a chargable stun and the final hit juggling.The two cancel points let you mix up with it fairly
well but as another option you have Px5 with ends with a horizontal spinning arms stun thats much like Kid Buus but doesnt stun from behind is pretty good in juggles into other infinites and P.P.P.K as a juggle starter by itself .His P is also the best way to end juggles with P,P,K,K which keeps them right in position for either of your DMs
You also have <P,P,P which ends in the same arm chain as Px5.It makes good combo filler bit is worth whipping out as yet another starter the opponents going to have to guess on how to block,The final P is a long range thrust punch like Super Buus >P+K just to help with recovery.This could also be turned into for a solid juggle.Just watch out because it resets from behind
>P+K is a chargable vertical twirly arm chain with good priority once it gets spinning stuns on hit drains tons of Ki if you dodge and guard breaks on block.Its again almost exactly like Kid Buus but your a tad
bit larger so it makes a little bit better a starter.This is of course yet ANOTHER guard break to worry about
Other helpful chains include K,K,K^P- which works as 2 different infinites with Kx3 chaining
into itself easily and the extra P being another twirl arm chain which can be good in juggles with the proper timing.From behind >K,P,P,P* is a good substitute for
1 Bar combos
P+K* P,P,K,K, IC/IE
Its a good 1300 damage or so for 2 meter whatever order you wanna pull it off in.You could also sub in innocent cannon for nearly as much damage but less meter cost
2 bar
P,P,K,P- >P+K* <P,P,P* K,K,K^ P,P,P,P,P^ P,P,K,K, IC
the juggle can be extended with Px5 into Kx3 infinites or shortened into just Px5 P,P,K,K IC
from behind
HS' >K,P,P,P* P,P,K,P,P- >P+K* K,K,K^n P,P,P,P,P^n P,P,K,K,IE
From behind IE does a great of damage and is well worth the extra meter spent Kx3 can infinite on its own or be chained from Px5 as a longer infinite
Fat buu is all about guard breaks.Hes got alot of options from spinny arm chargable stuns to the fast P+K shoulder lunge stuns.You can score pretty solid damage even off Guard break to HS+Innocence cannon
Buus got some pretty solid starters especially off Neutral P.Its similar to Kid Buus with major reach
moderate speed and a couple chargable stuns.His best starter is P,P,K,P-,P- with the 2nd to the last P being a chargable stun and the final hit juggling.The two cancel points let you mix up with it fairly
well but as another option you have Px5 with ends with a horizontal spinning arms stun thats much like Kid Buus but doesnt stun from behind is pretty good in juggles into other infinites and P.P.P.K as a juggle starter by itself .His P is also the best way to end juggles with P,P,K,K which keeps them right in position for either of your DMs
You also have <P,P,P which ends in the same arm chain as Px5.It makes good combo filler bit is worth whipping out as yet another starter the opponents going to have to guess on how to block,The final P is a long range thrust punch like Super Buus >P+K just to help with recovery.This could also be turned into for a solid juggle.Just watch out because it resets from behind
>P+K is a chargable vertical twirly arm chain with good priority once it gets spinning stuns on hit drains tons of Ki if you dodge and guard breaks on block.Its again almost exactly like Kid Buus but your a tad
bit larger so it makes a little bit better a starter.This is of course yet ANOTHER guard break to worry about
Other helpful chains include K,K,K^P- which works as 2 different infinites with Kx3 chaining
into itself easily and the extra P being another twirl arm chain which can be good in juggles with the proper timing.From behind >K,P,P,P* is a good substitute for
1 Bar combos
P+K* P,P,K,K, IC/IE
Its a good 1300 damage or so for 2 meter whatever order you wanna pull it off in.You could also sub in innocent cannon for nearly as much damage but less meter cost
2 bar
P,P,K,P- >P+K* <P,P,P* K,K,K^ P,P,P,P,P^ P,P,K,K, IC
the juggle can be extended with Px5 into Kx3 infinites or shortened into just Px5 P,P,K,K IC
from behind
HS' >K,P,P,P* P,P,K,P,P- >P+K* K,K,K^n P,P,P,P,P^n P,P,K,K,IE
From behind IE does a great of damage and is well worth the extra meter spent Kx3 can infinite on its own or be chained from Px5 as a longer infinite
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Re: Fat Buu Strategy/Combo thread
Fat Buu odds and ends
Screwy hit properties
Some weird stuff happens on alot of Fat Buus attacks.First his death moves have such funky hit boxes that they can miss damage if they are juggled into too high and IC scores under 100 damage on counterhit because it pops them up missing most of the hits.His horizontal streatchy arm chains have this weird problem where the opponent wont go into their full stun animation if it pushes them into a wall.I bbelivie this is because osme of the hits are misplaced since the opponent isnt moving forward so the game isnt registering them like they are supposed to[Try and imagine Magnetic Shockwave in the corner with Magneto]
Damage damage DAMAGE!
Fat Buu has fraggin great damage.Its strange because hes a 4 baseline no transformation character yet he can score 1500 damage without a whole lot of effort.The two components behind this are his generally high hit for hit damage.Much like Super Buu or Shenron each of his individal hits are given a notch better damage than the small/average sized characters.With Fat Buu though he gets extra milage out of it because the extra damage really adds up on those twirly arm chains scoring pretty big hit counts in even a 2 bar combo.The other half is his DMs.IC is the highest damage lv1 death move in the game that DOESNT have a special transformation or fusion required.Almost 500 damage for a lv1 is way above the curve.Having innocence express lets you push damage from behind a few hundred damage higher just remember the amount of time it takes to land and make sure you get all the hits AND its from behind or its worse than IC
Fun with juggling
Fat Buus juggles and infinites are easy fairly quick damaging easily transition into one another.You could easily land all your ground chains low juggle into Px5 into Kx3 or P,P,P,K into Px5 etc etc.The good hit for hit damage the twirly arm juggles and ease of use makes them pretty consistant damage dealers with only a few possible hiccups in transition possible.The ease of use is almost as neccessity however as your going to need them juggled low enough for your DMs to hit in full.For IC its easy enough just let them fall a split second then combo into something like P,P,K,K,IC .For IE theres like a little "Square" you need to get them into above his stomach at about shoulder/neck/mouth level which ensures all the hits will land and the closer to him the better.IE looks like its his feet hitting but its more like a running "burst" move
Screwy hit properties
Some weird stuff happens on alot of Fat Buus attacks.First his death moves have such funky hit boxes that they can miss damage if they are juggled into too high and IC scores under 100 damage on counterhit because it pops them up missing most of the hits.His horizontal streatchy arm chains have this weird problem where the opponent wont go into their full stun animation if it pushes them into a wall.I bbelivie this is because osme of the hits are misplaced since the opponent isnt moving forward so the game isnt registering them like they are supposed to[Try and imagine Magnetic Shockwave in the corner with Magneto]
Damage damage DAMAGE!
Fat Buu has fraggin great damage.Its strange because hes a 4 baseline no transformation character yet he can score 1500 damage without a whole lot of effort.The two components behind this are his generally high hit for hit damage.Much like Super Buu or Shenron each of his individal hits are given a notch better damage than the small/average sized characters.With Fat Buu though he gets extra milage out of it because the extra damage really adds up on those twirly arm chains scoring pretty big hit counts in even a 2 bar combo.The other half is his DMs.IC is the highest damage lv1 death move in the game that DOESNT have a special transformation or fusion required.Almost 500 damage for a lv1 is way above the curve.Having innocence express lets you push damage from behind a few hundred damage higher just remember the amount of time it takes to land and make sure you get all the hits AND its from behind or its worse than IC
Fun with juggling
Fat Buus juggles and infinites are easy fairly quick damaging easily transition into one another.You could easily land all your ground chains low juggle into Px5 into Kx3 or P,P,P,K into Px5 etc etc.The good hit for hit damage the twirly arm juggles and ease of use makes them pretty consistant damage dealers with only a few possible hiccups in transition possible.The ease of use is almost as neccessity however as your going to need them juggled low enough for your DMs to hit in full.For IC its easy enough just let them fall a split second then combo into something like P,P,K,K,IC .For IE theres like a little "Square" you need to get them into above his stomach at about shoulder/neck/mouth level which ensures all the hits will land and the closer to him the better.IE looks like its his feet hitting but its more like a running "burst" move
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